• Title/Summary/Keyword: Virtual Lab.

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A study on the classifying vehicles for traffic flow analysis using LiDAR DATA

  • Heo J.Y.;Choi J.W.;Kim Y.I.;Yu K.Y.
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.633-636
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    • 2004
  • Airborne laser scanning thechnology has been studied in many applications, DSM(Digital Surface Model) development, building extraction, 3D virtual city modeling. In this paper, we will evaluate the possibility of airborne laser scanning technology for transportation application, especially for recognizing moving vehicles on road. First, we initially segment the region of roads from all LiDAR DATA using the GIS map and intensity image. Secondly, the segmented region is divided into the roads and vehicles using the height threshold value of local based window. Finally, the vehicles will be classified into the several types of vehicles by MDC(Minimum Distance Classification) method using the vehicle's geometry information, height, length, width, etc

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Suggesting a Virtual Smart Test-bed to Verify Effectiveness for Ubiquitous Space (유비쿼터스 공간의 효용성 검증을 위한 가상 스마트 테스트베드 시스템의 제안)

  • Han, Soo-Yeon;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.741-746
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    • 2006
  • Future space is currently getting a great deal of attention to apply ubiquitous computing technology. At the same time, various ubiquitous technology-based products are being developed with service scenarios in the views of diverse user groups predicted. Since these service models and scenarios need to be tested to verify effectiveness, it requires researchers to predict spatial shapes and service scenarios for future domestic environment that fulfills diverse future spatial requirements including ecological and user-oriented spaces, extended amenity getting maximum benefits from technology, etc. To support these developments, the need to make a physical test-bed, a real building model, is essential. However building a physical test-bed generally is economically expensive and even if the test-bed could be settled, it must be carefully designed before it is built In this paper, we suggest a virtual smart test-bed, called "V-PlaceLab", using virtual reality techniques. This system allows not only to inspect a scenario with the aid of computer simulation on a virtual environment, but also to design a virtual test-bed mentioned above.

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Implementation of a Web-based Hybrid Experimental System for Electric and Electronic Circuits (웹 기반 하이브리드 전기전자회로 실험시스템의 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Moon, Il-Hyun;Lee, Sun-Heum
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.53-60
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    • 2007
  • To enhance learning efficiency, we implement a hybrid experimental system for electrical and electronic circuits where web-based virtual laboratory system and distant education system are properly integrated. In the first stage, we developed web-based virtual laboratory systems for electrical/electronic circuit experiments, which are composed of three important sessions and their management system: concept learning, virtual experiment, assessment. In the second stage, we have implemented cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The proposed virtual/ distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a creative hybrid experimental system for electric and electronic circuits.

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Education Effect of a Web-based Virtual Laboratory for Digital Logic Circuits (웹기반 디지털 논리회로 가상실험실의 교육효과)

  • Lee, Sun-heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Wonkyum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.23-32
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    • 2008
  • In this paper, we have investigated the education effect of a web-based virtual laboratory for digital logic circuits which consists of multimedia contents about the usages of equipments for logic circuit experiments and the experimental logic circuits. In case of the engineering experiment of the lower grades in universities, preunderstanding about the usages of experimental equipments and the experimental circuits is necessary for the learners to conduct the experiments well. But it is impossible for the learners to have access to the real experimental equipments earlier due to the lack of equipments and the difficulty in management of the equipments. We have implemented the digital logic circuit virtual laboratory which provides the same experimental environment as a real experimental lab, and the learner can conduct the same experiments as the real ones before the real laboratory class. The learners using the laboratory have reduced the experiment completion time by the average of about 8.2% during a term, compared with the learners not using the lab.

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Durability Analysis on the Prototype of a Korean Light Tactical Vehicle (한국형 소형전술 시제차량의 내구성능 평가)

  • Suh, Kwonhee;Yu, Myeongkwang;Lim, Mintaek;Jeong, Chanman
    • Transactions of the Korean Society of Automotive Engineers
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    • v.21 no.3
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    • pp.148-156
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    • 2013
  • Since the demand for new military vehicle to fulfill the necessary conditions such as multi-purpose, high-mobility, and survivability has raised continuously from the army, the prototype of a Korean light tactical vehicle was developed to meet these requirements using our own technology. In particular, the new tactical vehicle was equipped with a double wishbone independent suspension to improve ride and handling and maximize off-road driving performance. In this paper, a comprehensive virtual durability process to evaluate the service life of the prototype is presented. A reliability of the trimmed body model based on CATIA data was verified by comparison result between mode analysis and modal test. The dynamic model was constructed using ADAMS/Car, and then the weight distribution and lateral slope driving performance of it were compared with the results of static weight and lateral slope tests. The validity of the VTL(Virtual Test Lab) was checked with test results from the 3-inch spaced impact road. The durability performances of trimmed body and suspension components were evaluated through MSM(Modal Superposition Method) fatigue analysis. It is shown that the virtual durability process could be a helpful tool to find out the weak areas and improve their structures in developing new military vehicle.

Development of Road Safety Estimation Method using Driving Simulator and Eye Camera (차량시뮬레이터 및 아이카메라를 이용한 도로안전성 평가기법 개발)

  • Doh, Tcheol-Woong;Kim, Won-Keun
    • International Journal of Highway Engineering
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    • v.7 no.4 s.26
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    • pp.185-202
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    • 2005
  • In this research, to get over restrictions of a field expreiment, we modeled a planning road through the 3D Virtual Reality and achieved data about dynamic response related to sector fluctuation and about driver's visual behavior on testers' driving the Driving Simulator Car with Eye Camera. We made constant efforts to reduce the non-reality and side effect of Driving Simulator on maximizing the accord between motion reproduction and virtual reality based on data Driving Simulator's graphic module achieved by dynamic analysis module. Moreover, we achieved data of driver's natural visual behavior using Eye Camera(FaceLAB) that is able to make an expriment without such attaching equipments such as a helmet and lense. In this paper, to evaluate the level of road's safety, we grasp the meaning of the fluctuation of safety that drivers feel according to change of road geometric structure with methods of Driving Simulator and Eye Camera and investigate the relationship between road geometric structure and safety level. Through this process, we suggest the method to evaluate the road making drivers comfortable and pleasant from planning schemes.

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Integrating 3D facial scanning in a digital workflow to CAD/CAM design and fabricate complete dentures for immediate total mouth rehabilitation

  • Hassan, Bassam;Greven, Marcus;Wismeijer, Daniel
    • The Journal of Advanced Prosthodontics
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    • v.9 no.5
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    • pp.381-386
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    • 2017
  • PURPOSE. To integrate extra-oral facial scanning information with CAD/CAM complete dentures to immediately rehabilitate terminal dentition. MATERIALS AND METHODS. Ten patients with terminal dentition scheduled for total extraction and immediate denture placement were recruited for this study. The patients were submitted to a facial scanning procedure using the in-office PritiMirror scanner with bite registration records in-situ. Definitive stone cast models and bite records were subsequently submitted to a lab scanning procedure using the lab scanner (iSeries DWOS; Dental Wings). The scanned models were used to create a virtual teeth setup of a complete denture. Using the intra-oral bite records as a reference, the virtual setup was incorporated in the facial scan thereby facilitating a virtual clinical evaluation (teeth try-in) phase. After applying necessary adjustments, the virtual setup was submitted to a CAM procedure where a 5-axis industrial milling machine (M7 CNC; Darton AG General) was used to fabricate a full-milled PMMA immediate provisional prosthesis. RESULTS. Total extractions were performed, the dentures were immediately inserted, and subjective clinical fit was evaluated. The immediate provisional prostheses were inserted and clinical fit, occlusion/articulation, and esthetics were subjectively assessed; the results were deemed satisfactory. All provisional prostheses remained three months in function with no notable technical complications. CONCLUSION. Ten patients with terminal dentition were treated using a complete digital approach to fabricate complete dentures using CAD/CAM technology. The proposed technique has the potential to accelerate the rehabilitation procedure starting from immediate denture to final implant-supported prosthesis leading to more predictable functional and aesthetics outcomes.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

Wearing Test for New-Bunka Pattern Making of Men's Body Type through Virtual Garment

  • Jeong, Mi-E.;Choi, Mee-Sung
    • Journal of Fashion Business
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    • v.9 no.3
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    • pp.88-98
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    • 2005
  • This study focuses on the needs at both consumers and manufacturers. It aims to find ways for consumers to purchase outfits that would fit their particular body type and preferences at reasonable prices, choose raw materials and style at garments, and virtually try them on. In addition, the study is designed to help apparel manufacturers identity customers' changing needs, reduce inventories, manage information on customers' body type in a digitalized form, and eventually contribute to promoting electronic commerce. Based on nine basic patterns that tit each subject, 108 virtual garments are created by adjusting the size of the patterns (9 subjects $\times$ 4 body parts $\times$ 3 patterns = 108 outfits). In order to determine fitting preferences for each body part and find optimized conditions, cross-tabulation analysis including $X^2$ and frequency analysis were performed to measure the appearance rate. A style of virtual garment, which is minus 2cm from chest size was chosen as the most appropriate pattern to the baseline location of front the chest. For the waist parts, the C style as an appropriate virtual garment to front and back view. In the front, lateral and back view, a style was chosen in the response to the sleeve-bodice combinations, the ease amount of armhole area, the armhole depth and the loosening of tightening or armhole line.